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// ----------------------------------------------------------------------------
// <copyright file="AccountService.cs" company="Exit Games GmbH">
// Photon Cloud Account Service - Copyright (C) 2012 Exit Games GmbH
// </copyright>
// <summary>
// Provides methods to register a new user-account for the Photon Cloud and
// get the resulting appId.
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
#if UNITY_2017_4_OR_NEWER
#define SUPPORTED_UNITY
#endif
#if UNITY_EDITOR
namespace Photon.Realtime
{
using System;
using UnityEngine;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using ExitGames.Client.Photon;
/// <summary>
/// Creates a instance of the Account Service to register Photon Cloud accounts.
/// </summary>
public class AccountService
{
private const string ServiceUrl = "https://partner.photonengine.com/api/{0}/User/RegisterEx";
private readonly Dictionary<string, string> RequestHeaders = new Dictionary<string, string>
{
{ "Content-Type", "application/json" },
{ "x-functions-key", "" }
};
private const string DefaultContext = "Unity";
private const string DefaultToken = "VQ920wVUieLHT9c3v1ZCbytaLXpXbktUztKb3iYLCdiRKjUagcl6eg==";
/// <summary>
/// third parties custom context, if null, defaults to DefaultContext property value
/// </summary>
public string CustomContext = null; // "PartnerCode" on the server
/// <summary>
/// third parties custom token. If null, defaults to DefaultToken property value
/// </summary>
public string CustomToken = null;
/// <summary>
/// If this AccountService instance is currently waiting for a response. While pending, RegisterByEmail is blocked.
/// </summary>
public bool RequestPendingResult = false;
/// <summary>
/// Attempts to create a Photon Cloud Account asynchronously. Blocked while RequestPendingResult is true.
/// </summary>
/// <remarks>
/// Once your callback is called, check ReturnCode, Message and AppId to get the result of this attempt.
/// </remarks>
/// <param name="email">Email of the account.</param>
/// <param name="serviceTypes">Defines which type of Photon-service is being requested.</param>
/// <param name="callback">Called when the result is available.</param>
/// <param name="errorCallback">Called when the request failed.</param>
/// <param name="origin">Can be used to identify the origin of the registration (which package is being used).</param>
public bool RegisterByEmail(string email, List<ServiceTypes> serviceTypes, Action<AccountServiceResponse> callback = null, Action<string> errorCallback = null, string origin = null)
{
if (this.RequestPendingResult)
{
Debug.LogError("Registration request pending result. Not sending another.");
return false;
}
if (!IsValidEmail(email))
{
Debug.LogErrorFormat("Email \"{0}\" is not valid", email);
return false;
}
string serviceTypeString = GetServiceTypesFromList(serviceTypes);
if (string.IsNullOrEmpty(serviceTypeString))
{
Debug.LogError("serviceTypes string is null or empty");
return false;
}
string fullUrl = GetUrlWithQueryStringEscaped(email, serviceTypeString, origin);
RequestHeaders["x-functions-key"] = string.IsNullOrEmpty(CustomToken) ? DefaultToken : CustomToken;
this.RequestPendingResult = true;
PhotonEditorUtils.StartCoroutine(
PhotonEditorUtils.HttpPost(fullUrl,
RequestHeaders,
null,
s =>
{
this.RequestPendingResult = false;
//Debug.LogWarningFormat("received response {0}", s);
if (string.IsNullOrEmpty(s))
{
if (errorCallback != null)
{
errorCallback("Server's response was empty. Please register through account website during this service interruption.");
}
}
else
{
AccountServiceResponse ase = this.ParseResult(s);
if (ase == null)
{
if (errorCallback != null)
{
errorCallback("Error parsing registration response. Please try registering from account website");
}
}
else if (callback != null)
{
callback(ase);
}
}
},
e =>
{
this.RequestPendingResult = false;
if (errorCallback != null)
{
errorCallback(e);
}
})
);
return true;
}
private string GetUrlWithQueryStringEscaped(string email, string serviceTypes, string originAv)
{
string emailEscaped = UnityEngine.Networking.UnityWebRequest.EscapeURL(email);
string st = UnityEngine.Networking.UnityWebRequest.EscapeURL(serviceTypes);
string uv = UnityEngine.Networking.UnityWebRequest.EscapeURL(Application.unityVersion);
string serviceUrl = string.Format(ServiceUrl, string.IsNullOrEmpty(CustomContext) ? DefaultContext : CustomContext );
return string.Format("{0}?email={1}&st={2}&uv={3}&av={4}", serviceUrl, emailEscaped, st, uv, originAv);
}
/// <summary>
/// Reads the Json response and applies it to local properties.
/// </summary>
/// <param name="result"></param>
private AccountServiceResponse ParseResult(string result)
{
try
{
AccountServiceResponse res = JsonUtility.FromJson<AccountServiceResponse>(result);
// Unity's JsonUtility does not support deserializing Dictionary, we manually parse it, dirty & ugly af, better then using a 3rd party lib
if (res.ReturnCode == AccountServiceReturnCodes.Success)
{
string[] parts = result.Split(new[] { "\"ApplicationIds\":{" }, StringSplitOptions.RemoveEmptyEntries);
parts = parts[1].Split('}');
string applicationIds = parts[0];
if (!string.IsNullOrEmpty(applicationIds))
{
parts = applicationIds.Split(new[] { ',', '"', ':' }, StringSplitOptions.RemoveEmptyEntries);
res.ApplicationIds = new Dictionary<string, string>(parts.Length / 2);
for (int i = 0; i < parts.Length; i = i + 2)
{
res.ApplicationIds.Add(parts[i], parts[i + 1]);
}
}
else
{
Debug.LogError("The server did not return any AppId, ApplicationIds was empty in the response.");
return null;
}
}
return res;
}
catch (Exception ex) // probably JSON parsing exception, check if returned string is valid JSON
{
Debug.LogException(ex);
return null;
}
}
/// <summary>
/// Turns the list items to a comma separated string. Returns null if list is null or empty.
/// </summary>
/// <param name="appTypes">List of service types.</param>
/// <returns>Returns null if list is null or empty.</returns>
private static string GetServiceTypesFromList(List<ServiceTypes> appTypes)
{
if (appTypes == null || appTypes.Count <= 0)
{
return null;
}
string serviceTypes = ((int)appTypes[0]).ToString();
for (int i = 1; i < appTypes.Count; i++)
{
int appType = (int)appTypes[i];
serviceTypes = string.Format("{0},{1}", serviceTypes, appType);
}
return serviceTypes;
}
// RFC2822 compliant matching 99.9% of all email addresses in actual use today
// according to http://www.regular-expressions.info/email.html [22.02.2012]
private static Regex reg = new Regex("^((?>[a-zA-Z\\d!#$%&'*+\\-/=?^_{|}~]+\\x20*|\"((?=[\\x01-\\x7f])[^\"\\]|\\[\\x01-\\x7f])*\"\\x20*)*(?<angle><))?((?!\\.)(?>\\.?[a-zA-Z\\d!#$%&'*+\\-/=?^_{|}~]+)+|\"((?=[\\x01-\\x7f])[^\"\\]|\\[\\x01-\\x7f])*\")@(((?!-)[a-zA-Z\\d\\-]+(?<!-)\\.)+[a-zA-Z]{2,}|\\[(((?(?<!\\[)\\.)(25[0-5]|2[0-4]\\d|[01]?\\d?\\d)){4}|[a-zA-Z\\d\\-]*[a-zA-Z\\d]:((?=[\\x01-\\x7f])[^\\\\[\\]]|\\[\\x01-\\x7f])+)\\])(?(angle)>)$",
RegexOptions.CultureInvariant | RegexOptions.IgnoreCase);
public static bool IsValidEmail(string mailAddress)
{
if (string.IsNullOrEmpty(mailAddress))
{
return false;
}
var result = reg.Match(mailAddress);
return result.Success;
}
}
[Serializable]
public class AccountServiceResponse
{
public int ReturnCode;
public string Message;
public Dictionary<string, string> ApplicationIds; // Unity's JsonUtility does not support deserializing Dictionary
}
public class AccountServiceReturnCodes
{
public static int Success = 0;
public static int EmailAlreadyRegistered = 8;
public static int InvalidParameters = 12;
}
public enum ServiceTypes
{
Realtime = 0,
Turnbased = 1,
Chat = 2,
Voice = 3,
TrueSync = 4,
Pun = 5,
Thunder = 6,
Quantum = 7,
Fusion = 8,
Bolt = 20
}
}
#endif

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fileFormatVersion: 2
guid: 166dfe22956ef0341b28e18d0499e363
labels:
- ExitGames
- PUN
- Photon
- Networking
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defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}

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// ----------------------------------------------------------------------------
// <copyright file="PhotonEditorUtils.cs" company="Exit Games GmbH">
// PhotonNetwork Framework for Unity - Copyright (C) 2018 Exit Games GmbH
// </copyright>
// <summary>
// Unity Editor Utils
// </summary>
// <author>developer@exitgames.com</author>
// ----------------------------------------------------------------------------
#pragma warning disable 618 // Deprecation warnings
#if UNITY_2017_4_OR_NEWER
#define SUPPORTED_UNITY
#endif
#if UNITY_EDITOR
namespace Photon.Realtime
{
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
using System.IO;
using System.Text;
using UnityEngine.Networking;
[InitializeOnLoad]
public static class PhotonEditorUtils
{
/// <summary>Stores a flag which tells Editor scripts if the PhotonEditor.OnProjectChanged got called since initialization.</summary>
/// <remarks>If not, the AssetDatabase is likely not usable yet and instances of ScriptableObject can't be loaded.</remarks>
public static bool ProjectChangedWasCalled;
/// <summary>True if the ChatClient of the Photon Chat API is available. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasChat;
/// <summary>True if the VoiceClient of the Photon Voice API is available. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasVoice;
/// <summary>True if PUN is in the project.</summary>
public static bool HasPun;
/// <summary>True if Photon Fusion is available in the project (and enabled).</summary>
public static bool HasFusion;
/// <summary>True if the PhotonEditorUtils checked the available products / APIs. If so, the editor may (e.g.) show additional options in settings.</summary>
public static bool HasCheckedProducts;
static PhotonEditorUtils()
{
HasVoice = Type.GetType("Photon.Voice.VoiceClient, Assembly-CSharp") != null || Type.GetType("Photon.Voice.VoiceClient, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Voice.VoiceClient, PhotonVoice.API") != null;
HasChat = Type.GetType("Photon.Chat.ChatClient, Assembly-CSharp") != null || Type.GetType("Photon.Chat.ChatClient, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Chat.ChatClient, PhotonChat") != null;
HasPun = Type.GetType("Photon.Pun.PhotonNetwork, Assembly-CSharp") != null || Type.GetType("Photon.Pun.PhotonNetwork, Assembly-CSharp-firstpass") != null || Type.GetType("Photon.Pun.PhotonNetwork, PhotonUnityNetworking") != null;
#if FUSION_WEAVER
HasFusion = true;
#endif
PhotonEditorUtils.HasCheckedProducts = true;
if (EditorPrefs.HasKey("DisablePun") && EditorPrefs.GetBool("DisablePun"))
{
HasPun = false;
}
if (HasPun)
{
// MOUNTING SYMBOLS
#if !PHOTON_UNITY_NETWORKING
AddScriptingDefineSymbolToAllBuildTargetGroups("PHOTON_UNITY_NETWORKING");
#endif
#if !PUN_2_0_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_0_OR_NEWER");
#endif
#if !PUN_2_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_OR_NEWER");
#endif
#if !PUN_2_19_OR_NEWER
AddScriptingDefineSymbolToAllBuildTargetGroups("PUN_2_19_OR_NEWER");
#endif
}
}
/// <summary>
/// Adds a given scripting define symbol to all build target groups
/// You can see all scripting define symbols ( not the internal ones, only the one for this project), in the PlayerSettings inspector
/// </summary>
/// <param name="defineSymbol">Define symbol.</param>
public static void AddScriptingDefineSymbolToAllBuildTargetGroups(string defineSymbol)
{
foreach (BuildTarget target in Enum.GetValues(typeof(BuildTarget)))
{
BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
if (group == BuildTargetGroup.Unknown)
{
continue;
}
var defineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';').Select(d => d.Trim()).ToList();
if (!defineSymbols.Contains(defineSymbol))
{
defineSymbols.Add(defineSymbol);
try
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, string.Join(";", defineSymbols.ToArray()));
}
catch (Exception e)
{
Debug.Log("Could not set Photon " + defineSymbol + " defines for build target: " + target + " group: " + group + " " + e);
}
}
}
}
/// <summary>
/// Removes PUN2's Script Define Symbols from project
/// </summary>
public static void CleanUpPunDefineSymbols()
{
foreach (BuildTarget target in Enum.GetValues(typeof(BuildTarget)))
{
BuildTargetGroup group = BuildPipeline.GetBuildTargetGroup(target);
if (group == BuildTargetGroup.Unknown)
{
continue;
}
var defineSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(group)
.Split(';')
.Select(d => d.Trim())
.ToList();
List<string> newDefineSymbols = new List<string>();
foreach (var symbol in defineSymbols)
{
if ("PHOTON_UNITY_NETWORKING".Equals(symbol) || symbol.StartsWith("PUN_2_"))
{
continue;
}
newDefineSymbols.Add(symbol);
}
try
{
PlayerSettings.SetScriptingDefineSymbolsForGroup(group, string.Join(";", newDefineSymbols.ToArray()));
}
catch (Exception e)
{
Debug.LogErrorFormat("Could not set clean up PUN2's define symbols for build target: {0} group: {1}, {2}", target, group, e);
}
}
}
/// <summary>
/// Gets the parent directory of a path. Recursive Function, will return null if parentName not found
/// </summary>
/// <returns>The parent directory</returns>
/// <param name="path">Path.</param>
/// <param name="parentName">Parent name.</param>
public static string GetParent(string path, string parentName)
{
var dir = new DirectoryInfo(path);
if (dir.Parent == null)
{
return null;
}
if (string.IsNullOrEmpty(parentName))
{
return dir.Parent.FullName;
}
if (dir.Parent.Name == parentName)
{
return dir.Parent.FullName;
}
return GetParent(dir.Parent.FullName, parentName);
}
/// <summary>
/// Check if a GameObject is a prefab asset or part of a prefab asset, as opposed to an instance in the scene hierarchy
/// </summary>
/// <returns><c>true</c>, if a prefab asset or part of it, <c>false</c> otherwise.</returns>
/// <param name="go">The GameObject to check</param>
public static bool IsPrefab(GameObject go)
{
#if UNITY_2021_2_OR_NEWER
return UnityEditor.SceneManagement.PrefabStageUtility.GetPrefabStage(go) != null || EditorUtility.IsPersistent(go);
#elif UNITY_2018_3_OR_NEWER
return UnityEditor.Experimental.SceneManagement.PrefabStageUtility.GetPrefabStage(go) != null || EditorUtility.IsPersistent(go);
#else
return EditorUtility.IsPersistent(go);
#endif
}
//https://forum.unity.com/threads/using-unitywebrequest-in-editor-tools.397466/#post-4485181
public static void StartCoroutine(System.Collections.IEnumerator update)
{
EditorApplication.CallbackFunction closureCallback = null;
closureCallback = () =>
{
try
{
if (update.MoveNext() == false)
{
EditorApplication.update -= closureCallback;
}
}
catch (Exception ex)
{
Debug.LogException(ex);
EditorApplication.update -= closureCallback;
}
};
EditorApplication.update += closureCallback;
}
public static System.Collections.IEnumerator HttpPost(string url, Dictionary<string, string> headers, byte[] payload, Action<string> successCallback, Action<string> errorCallback)
{
using (UnityWebRequest w = new UnityWebRequest(url, "POST"))
{
if (payload != null)
{
w.uploadHandler = new UploadHandlerRaw(payload);
}
w.downloadHandler = new DownloadHandlerBuffer();
if (headers != null)
{
foreach (var header in headers)
{
w.SetRequestHeader(header.Key, header.Value);
}
}
#if UNITY_2017_2_OR_NEWER
yield return w.SendWebRequest();
#else
yield return w.Send();
#endif
while (w.isDone == false)
yield return null;
#if UNITY_2020_2_OR_NEWER
if (w.result == UnityWebRequest.Result.ProtocolError || w.result == UnityWebRequest.Result.ConnectionError || w.result == UnityWebRequest.Result.DataProcessingError)
#elif UNITY_2017_1_OR_NEWER
if (w.isNetworkError || w.isHttpError)
#endif
{
if (errorCallback != null)
{
errorCallback(w.error);
}
}
else
{
if (successCallback != null)
{
successCallback(w.downloadHandler.text);
}
}
}
}
/// <summary>
/// Creates a Foldout using a toggle with (GUIStyle)"Foldout") and a separate label. This is a workaround for 2019.3 foldout arrows not working.
/// </summary>
/// <param name="isExpanded"></param>
/// <param name="label"></param>
/// <returns>Returns the new isExpanded value.</returns>
public static bool Foldout(this SerializedProperty isExpanded, GUIContent label)
{
var rect = EditorGUILayout.GetControlRect();
bool newvalue = EditorGUI.Toggle(new Rect(rect) { xMin = rect.xMin + 2 }, GUIContent.none, isExpanded.boolValue, (GUIStyle)"Foldout");
EditorGUI.LabelField(new Rect(rect) { xMin = rect.xMin + 15 }, label);
if (newvalue != isExpanded.boolValue)
{
isExpanded.boolValue = newvalue;
isExpanded.serializedObject.ApplyModifiedProperties();
}
return newvalue;
}
/// <summary>
/// Creates a Foldout using a toggle with (GUIStyle)"Foldout") and a separate label. This is a workaround for 2019.3 foldout arrows not working.
/// </summary>
/// <param name="isExpanded"></param>
/// <param name="label"></param>
/// <returns>Returns the new isExpanded value.</returns>
public static bool Foldout(this bool isExpanded, GUIContent label)
{
var rect = EditorGUILayout.GetControlRect();
bool newvalue = EditorGUI.Toggle(new Rect(rect) { xMin = rect.xMin + 2 }, GUIContent.none, isExpanded, (GUIStyle)"Foldout");
EditorGUI.LabelField(new Rect(rect) { xMin = rect.xMin + 15 }, label);
return newvalue;
}
}
public class CleanUpDefinesOnPunDelete : UnityEditor.AssetModificationProcessor
{
public static AssetDeleteResult OnWillDeleteAsset(string assetPath, RemoveAssetOptions rao)
{
if ("Assets/Photon/PhotonUnityNetworking".Equals(assetPath))
{
PhotonEditorUtils.CleanUpPunDefineSymbols();
}
return AssetDeleteResult.DidNotDelete;
}
}
}
#endif

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// -----------------------------------------------------------------------
// <copyright file="PhotonAppSettings.cs" company="Exit Games GmbH">
// </copyright>
// <author>developer@photonengine.com</author>
// ----------------------------------------------------------------------------
#if UNITY_2017_4_OR_NEWER
#define SUPPORTED_UNITY
#endif
#if !PHOTON_UNITY_NETWORKING
namespace Photon.Realtime
{
using System;
using System.IO;
using UnityEditor;
using UnityEngine;
/// <summary>
/// Collection of connection-relevant settings, used internally by PhotonNetwork.ConnectUsingSettings.
/// </summary>
/// <remarks>
/// Includes the AppSettings class from the Realtime APIs plus some other, PUN-relevant, settings.</remarks>
[Serializable]
[HelpURL("https://doc.photonengine.com/en-us/pun/v2/getting-started/initial-setup")]
public class PhotonAppSettings : ScriptableObject
{
[Tooltip("Core Photon Server/Cloud settings.")]
public AppSettings AppSettings;
#if UNITY_EDITOR
[HideInInspector]
public bool DisableAutoOpenWizard;
//public bool ShowSettings;
//public bool DevRegionSetOnce;
#endif
private static PhotonAppSettings instance;
/// <summary>Serialized server settings, written by the Setup Wizard for use in ConnectUsingSettings.</summary>
public static PhotonAppSettings Instance
{
get
{
if (instance == null)
{
LoadOrCreateSettings();
}
return instance;
}
private set { instance = value; }
}
public static void LoadOrCreateSettings()
{
if (instance != null)
{
Debug.LogWarning("Instance is not null. Will not LoadOrCreateSettings().");
return;
}
#if UNITY_EDITOR
// let's check if the AssetDatabase finds the file; aimed to avoid multiple files being created, potentially a futile step
AssetDatabase.Refresh();
#endif
// try to load the resource / asset (ServerSettings a.k.a. PhotonServerSettings)
instance = (PhotonAppSettings)Resources.Load(typeof(PhotonAppSettings).Name, typeof(PhotonAppSettings));
if (instance != null)
{
//Debug.LogWarning("Settings from Resources."); // DEBUG
return;
}
// create it if not loaded
if (instance == null)
{
instance = (PhotonAppSettings)CreateInstance(typeof(PhotonAppSettings));
if (instance == null)
{
Debug.LogError("Failed to create ServerSettings. PUN is unable to run this way. If you deleted it from the project, reload the Editor.");
return;
}
//Debug.LogWarning("Settings created!"); // DEBUG
}
// in the editor, store the settings file as it's not loaded
#if UNITY_EDITOR
string punResourcesDirectory = "Assets/Photon/Resources/";
string serverSettingsAssetPath = punResourcesDirectory + typeof(PhotonAppSettings).Name + ".asset";
string serverSettingsDirectory = Path.GetDirectoryName(serverSettingsAssetPath);
if (!Directory.Exists(serverSettingsDirectory))
{
Directory.CreateDirectory(serverSettingsDirectory);
AssetDatabase.ImportAsset(serverSettingsDirectory);
}
AssetDatabase.CreateAsset(instance, serverSettingsAssetPath);
AssetDatabase.SaveAssets();
//Debug.Log("Settings stored to DB."); // DEBUG
#endif
}
}
}
#endif

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